gakickstartercrunchybits (1)

Upload: jared-richard-bridgewater

Post on 03-Jun-2018

221 views

Category:

Documents


0 download

TRANSCRIPT

  • 8/12/2019 GAKickstarterCrunchyBits (1)

    1/31

  • 8/12/2019 GAKickstarterCrunchyBits (1)

    2/31

    Note: this is army point value is our assumption of a default tournament game. Home games or

    playing out of the box will be different.

    Class Approx Point Range Approx ratio to smallest golem

    War Sprite 30-40 1 - 1.5x

    Ogre 40-60 1.5 - 2xTitan 80-160 3 - 4x

    Colossus 300-400 10 - 13x

    Knight 0 - 15 0 - .2x

    Blood Knight 5 - 30 .15 - 1x

    Ancient One 10 - 100 .33 - 3x

    Golems

    Golems are the only unit type that can move and attack on the battlefield, and thus Golems arethe backbone of any army. Golems, represented on the board with large-scale pre-painted

    plastic miniatures, are crafted from one of four magical Codexes handed down from the Ancient

    Ones. Multiple copies of a Golem can be used within an army and yet end up with different

    capabilities based upon which Golem Knight is assigned to each copy of the figure.

    Golem Knights

    Golems come with generic Knights who have do not have an ability. Players can assign a

    named Golem Knight which has an ability that can modify, enhance, or augment the capabilities

    of their Golem or the Golems around them. Some provide additional non-combat abilities such

    as mana discovery or healing. The Golem Knights are represented as digital characters and areassigned to Golem figures via the App.

    Blood Knights

    Blood Knights are Golem Knights who are descended from Ancient Ones. Their bloodline

    connection to these powerful supernatural beings allows them to channel mana from the

    battlefield to the Ancient Ones and in return, ask their ancestors for blessings, curses, and

    miracles in return. From a gameplay point-of-view, Blood Knights are exactly like Golem Knights.

    From an army building point-of-view a player can only add Ancient Ones to his or her army if they

    already have one of their descendents (i.e. a Blood Knight) in their army. Note that even if the

    Blood Knights Golem is removed from play, the connection to the Ancient One remains intact

    and its special abilities remain available.

    Ancient Ones

    Ancient Ones accumulate mana for the player to spend on blessings, curses, and miracles

    which aid the players army on the battlefield. Blessing and Curses - buffs and debuffs

    respectively - are cast upon regions and stay there for the remainder of the game unless

    countered by another special ability. Miracles are instant benefits to the players team.

  • 8/12/2019 GAKickstarterCrunchyBits (1)

    3/31

    Game Setup and Number of Players

    Battlefield Design

    Our prototype uses a printed map that is smaller than the battlefield players can create with thesix 3x3 terrain tiles that come with the base game. (To give you a sense of scale, each region

    can hold up to four of the smaller Golems.) Players can expand their battlefield by adding

    additional terrain tiles from expansion sets, but you cannot use the same terrain tile twice in a

    battlefield because they must remain uniquely numbered. In the final game, the players will

    decide how to lay out the terrain tiles for their battlefield and inform the Golem Arcana App of their

    battlefield design (either by tapping each tile or via a drag and drop interface).

    Teams and Players

    Golem Arcana will support 2-8 teams and each team is able to support multiple players. Thus,

    the game can handle those rare-but-truly-epicly-huge battles. We envision that the standardgame will be two teams of one player each and that most organized league play and

    tournament play will be the same. This may change based upon feedback, of course!

    Victory Conditions

    Our prototype only included the last man standing victory condition but the final game will have

    a variety of victory conditions that players can select when they start a game. In the final game

    we are planning to include at least the following victory conditions:

    Last man standing - in which the player with the last remaining Golem wins.

    King of the Hill- in which the first player to take control of an area for a total of X turns

    wins.

    Find the Relics- in which players explore the battlefield looking for hidden relics of the

    Ancient Ones. Once discovered, they must transport them back to their base. First

    player to accumulate X relics wins the game.

    Escort - in which one player wins if they successfully escort an AI controlled unit from

    point A to point B and the opponent wins if they are able to destroy the AI unit before it

    reaches point B. (Of course, this will require us to hit our AI stretch goal!)

    Scenarios

    Scenarios can be downloaded into the App to provide new challenges and fresh game play

    options. Scenarios will be based on specific terrain tile sets so that you can use scenarios for

    the tiles you own.

    Scenarios include the following elements:

    Battlefield design.

    The scenario will specify a battlefield design and display how to lay out the terrain

    tiles it incorporates.

  • 8/12/2019 GAKickstarterCrunchyBits (1)

    4/31

    Number of teams

    Army point total for each team

    Terrain modifications

    Scenarios can change the play dynamics of regions on the terrain tiles of the

    battlefield. For instance, the water on a tile might be frozen, making it passable by

    walking Golems, or specific forests regions might be on fire so that they causedamage to Golems occupying them.

    These changes can be in effect at the start of the game or can change over the

    course of a battle. for instance the fire might start in one region and spread to

    others over the course of the game.

    Objectives

    Scenarios can include objectives to be accomplished during the game, such as

    controlling a specific region on a specific turn or attacking a scenario unit such as

    a command post.

    Scenarios could be won by accomplishing objectives or game dynamics could

    change via the accomplishing of objectives. For instance, a scenario mightinclude an objective to find the tomb of an Ancient One. To explore a region, the

    player has to move a Golem to that region and then perform no attacks for one

    turn. The player who finds the tomb first has that Ancient One added to their army

    for the remainder of the game.

    Victory conditions

    Every scenario has specified victory conditions which can incorporate the victory

    conditions mentioned above or can be a custom combination of the standard

    victory conditions and the scenario specific objectives.

    Golem StatisticsGolems movement, defense, and attacks are defined by a set of statistics. All the values used in

    the prototype are not really balanced yet (we need to take all the units we havent created yet into

    account) and thus will change before the final game is released.

  • 8/12/2019 GAKickstarterCrunchyBits (1)

    5/31

    The prototype Golem information screen for the Durani Stone Knight (now

    called the Hamazi Winged Preserver)

    In the prototype Golems have the following elements and statistics:

    Class

    Base size

    Number of Golem Knights

    Movement Points Diagonal Movement

    Dodge

    Armor

    Health Points

    Attacks

    Target type

    Range

    Accuracy Bonus

    Damage

    Recharge Rate Attack Effect

    We anticipate adding the following additional statistics for the final game:

    Movement Type

    Attack Type

    Armor Type

  • 8/12/2019 GAKickstarterCrunchyBits (1)

    6/31

    Class

    There are four classes of Golems, from smallest to largest they are: War Sprite, Ogre, Titan,

    and Colossus.

    War Sprites are often scouts or forward observers but can also be effective in-fighters

    who swarm larger Golems to engage in melee. War Sprites typically have two attacksand one Golem Knight.

    Ogres are larger and more sustainable than War Sprites and present a midpoint between

    the maneuverability of their smaller cousins and the firepower of the bigger Titans. Ogres

    typically have two attacks and one Golem Knight.

    Titans are normally the big boys of the battlefield, presenting more limited movement but

    substantial sustainability and firepower. Titans typically have three attacks and one

    Golem Knight.

    Colossus are rare awesome walking mountains of death which may not move fast but

    they dont need to. Colossus typically have four attacks and a crew of three Golem

    Knights.

    Base Size

    Golem figures come on one of three base sizes single, double, or quad.

    Class Base Size

    War Sprite Single

    Ogre Single

    Titan Double

    Colossus Quad

    Base size is used in determining legal moves as discussed in several locations below.

    Number of Golem Knights

    Most Golems only have a single Golem Knight mastering them, with the notable exception of the

    Colossus which has three Knights. Since Golem Knights each have a special ability, more

    Knights results in more abilities that can be used.

    Movement Points

    The Movement Point (MP) statistic is the number of movement points a Golem can use per turn

    for movement. Most regions (squares) cost 1 movement point to enter, but certain terrain types

    can modify this. For example, it takes 2 MP to enter the hills in the prototype.

    Diagonal Movement

    All Golems can move vertically and horizontally but some Golems can also move diagonally. In

    our prototype, if a Golem has this ability it is indicated with a slash / immediately following the

    Golems MP value (3/).

  • 8/12/2019 GAKickstarterCrunchyBits (1)

    7/31

    Dodge

    A Golems dodge value increases the required die roll an enemy needs to hit it. Higher dodge

    values represent Golems that are more difficult to hit.

    ArmorIf a Golem is successfully hit by an attack, its damage is reduced by the value of the target

    Golems armor.

    Health Points

    Damage that makes it past a Golems armor reduces its health points. When a Golems health

    points are reduced to zero it is removed the game (See Death Mana below for more of what

    happens when a Golem is killed).

    Attacks

    A Golem can have 2-4 attacks, as discussed in the class section above. The player can chooseto use none, some, or all of the attacks available every turn. For example, a Colossus with all of

    its attacks available (i.e. none on recharge) could fire all four attacks in a single turn if there were

    valid targets available for each attack. Each Golem attack is defined by a set of attributes:

    Target type

    Golem - the attack is targeted at a single Golem

    AOE - the attack is targeted at a region and will affect ALL enemy Golems

    in that region. In the final game we envision having AOE attacks which can

    do friendly fire damage in addition to attacks which only affect enemy

    Golems.

    Range

    In the prototype, a zero (0) indicates that the attack is a melee attack and

    its range cannot be increased. In the final game we will likely indicate this

    in a different method to avoid confusion about magical effects which

    increase or decrease an attacks range. A range of one (1) is the adjacent

    region etc.

    Accuracy Bonus

    An attacks accuracy bonus value reduces the die roll needed to hit a

    target with this attack. More on this in the combat section below.

    Damage

    The damage of the attack will be reduced by the targets armor.

    Recharge Rate

    Recharge determines how often an attack can be used. A recharge of one

    means that the attack can be used every turn, two means every other

    turn, three every third turn, etc. In general more powerful attacks have

    longer recharge periods. Any attack that is not being recharged and has a

    valid target can be used.

  • 8/12/2019 GAKickstarterCrunchyBits (1)

    8/31

    Attack Effect

    Some attacks contain special effects which take place under specific

    circumstances. These attack effects are often the building blocks of

    players strategies, because they can be chained with other attacks,

    Golem Knight abilities, and Ancient Ones blessings, curses, and miracles

    creating powerful combination effects. Not all attack effects are positive. Some might be a negative effect on the

    attacker to help balance the play of powerful attack. For instance, the

    attackers dodge value is temporarily reduced when this attack is used.

    Currently, the default trigger to activate an attack effect is for the attack to

    succeed. However, if you look through the attack effects of the Golems in

    the prototype, you will see a wide variety of triggers required for an attack

    effect to be activated and a wide variety of effects when they are activated.

    These represent a small subset of the triggers and the attack effects we

    intend to include in the final game.

    Example Attack Effects

    If attack roll is 30 or greater above to hit value, this attack has no recharge added.

    If attack succeeds +1 Recharge to random attack on targeted Golem

    The prototype Attack Details screen

  • 8/12/2019 GAKickstarterCrunchyBits (1)

    9/31

    Turn Order and Golem ActivationIn Golem Arcana players alternate turns and within each turn each player can use each Golem in

    their army.

    Movement

    Golems can use all their movement points every turn. Moving into an open terrain region costs

    one movement point. Terrain types can modify movement point costs and terrain obstructions

    can modify ranged attack to-hit values. Once a move or attack is completed with a Golem that

    Golem is activated and the player must complete all movement and attacks with that Golem

    before moving onto the next Golem.

    Once activated, a player can use all of a Golems movement points and any available attacks in

    any order desired. This allows players to intermix movement and attacks in any way they wish.For instance, a Golem might use a ranged attack, then move into the same region as the target

    to attack it with Golems melee attacks.

    The player taps on the region they wish to move to, the App verifies that it

    is a legal move, and then the player taps the confirm button on the stylus

    or taps the region again to confirm the move.

  • 8/12/2019 GAKickstarterCrunchyBits (1)

    10/31

    Terrain Types and ObstructionsEach region has one terrain type and can additionally have one obstruction type. In the prototype

    there were three terrain types open and hills. The open terrain costs 1MP to enter and the hills

    cost an additional MP to enter (reflected by a reduction to the Golems MP) but extends therange of ranged attacks by one region when firing from the hills.

    The prototypes hills information screen, accessed by simply tapping on

    the hills

    In the final game we are looking at a regions terrain type establishing the following kinds of

    things:

    If a region is impassable

    Which movement types can enter the region

    MP cost modifier to enter the region

    Attack range modifiers or similar effects

    In the prototype there is no distinction between movement types but in the final game there will

    be different movement types such as walking, flying, hoping/hovering, and swimming/wading.

    Terrain Obstructions

    Obstructions in a region include things like mountains, trees, boulders, buildings, etc which may

    impact movement and/or attacks.

  • 8/12/2019 GAKickstarterCrunchyBits (1)

    11/31

    In the final game we are looking for obstructions to provide the following kinds of effects:

    Which size of Golem bases are allowed into the region

    If melee attacks can be performed in the region

    If ranged attacks can pass through the region

    If ranged attacks can pass into the region Modify ranged attack to-hit values of attacks that pass into or through the region based

    upon the class of the targeted Golem

    Modify melee attack to-hit values for attacks that take place within the region based upon

    the the class of the targeted Golem

    Modify defensive or offensive values based on Codex

    The prototype included three types of obstructions mountains, trees and boulders. The

    mountain blocked both movement and attacks, the trees and the boulders provided cover as

    seen in the screenshot below. Terrain and obstruction information is available at any time by

    simply tapping on the region with the TDI stylus.

    The prototype Forest information screen, accessed by simply tapping onthe region

    Region OccupancyRegions can hold up to four single bases, two double bases, or one quad base. Singles and

    doubles can be combined with a region containing one double and two single bases.

  • 8/12/2019 GAKickstarterCrunchyBits (1)

    12/31

    In the prototype, if a Golems base will not physically fit into a region, it cannot enter that region. In

    the final game, there will be a Charge mechanic which allows the player to combine a melee

    attack with the required number of movement points to enter the occupied region in an attempt to

    displace one or more of the Golems in the region to make space for the moving Golem.

    Keeping Little Guys AliveOne of the learnings from BattleTech was that smaller Mechs were good early in a game for

    scouting etc, but as soon as PPCs started flying they tended to get stomped fast. Occupancy

    cover, described below, combined with greater cover for smaller classes of Golems are two of

    the ways that the game intends to make smaller Golems more effective for a longer period.

    Why Regions?

    We knew we wanted a grid based game because it makes the game much more accessible,

    but we wanted a game with a wide range of figure sizes. Our initial take was to use a grid sized

    to the smallest figure base, but this resulted in complexity around the movement and orientation

    of the larger bases. Changing to have the grid sized to the largest base eliminated all theorientation issues as well as providing a simpler solution of area effect attacks and occupancy

    cover for smaller Golems which was one of our goals.

    CombatThere are two types of combat in Golem Arcana melee and ranged. A melee attack is one in

    which both the attacker and the target are in the same region and is signified in the attack

    description by showing the range of the attack as zero. A ranged attack is one in which the

    attacker and the target ARE NOT in the same region AND in which the number of regions

    between the attacker and the target is equal to or less than the range specified in the attack

    description. As always the App/Stylus will ensure that both ranged and melee attacks are being

    used properly.

    Line of Sight (LOS)

    Line of sight is often a cause of much spirited debate in miniature games but not in Golem

    Arcana because the App and the stylus handle everything. In the game ranged attacks are

    considered to be from the center of the region the attacker is in to the center of the region the

    target is in. If the line drawn between these two points crosses any part of the region which

    blocks fire then the attack is not permitted.

  • 8/12/2019 GAKickstarterCrunchyBits (1)

    13/31

    Prototypes LOS blocked screen, displayed when the player taps a ranged

    attack on the active Golem and then the name of an enemy Golem which

    cannot be targeted because the line of sight from attacker to target is

    blocked by terrain.

    Combat Resolution

    The prototype currently starts with a base value of 50 (subject to change in the final game) from

    which the attacks to-hit value is deducted and then the targets dodge value is added to result inthe dice target. To hit the target the player needs to roll equal to or greater than the dice target on

    a D100.

  • 8/12/2019 GAKickstarterCrunchyBits (1)

    14/31

    The player has activated the Urugal Ogre (prototype name of figure),

    tapped on its Plague attack, and then on the Hamazi Preserver (not

    named that in the prototype). The screen shows that the player needs to

    roll 24 or better to hit the target, if he does he will do 3 points of damage

    and the Preserver currently has 65 health points before the attack is

    resolved.

    Terrain Obstruction ModifiersIf the LOS crosses any region which contains terrain obstructions the to-hit modifier values from

    those obstructions are included in the to-hit calculations. This, of course, includes the

    obstruction modifiers and occupation modifies for the region that the target Golem is in.

    Occupancy Cover

    When multiple Golems are in the same region, the larger Golems provide cover for the smaller

    Golems modifying the to-hit value of incoming ranged attacks. Smaller Golems gain this cover

    benefit from both friendly and enemy larger Golems, so sometimes the best move may be to

    close with an enemy to improve the chances of surviving a lot of incoming ranged attacks.

    Blessings and Curses

    As discussed above, blessings and curses can be placed in regions to provide buffs and debuffs

    that can modify attack to-hit calculations, damage calculations, attacks recharges, movement,

    mana, etc.

  • 8/12/2019 GAKickstarterCrunchyBits (1)

    15/31

    Continuing the previous example, the dice target of 24 was arrived at by

    starting with the base of 50, subtracting the attacks accuracy bonus and

    an applicable curse, and then adding the targets dodge, the boulders

    obstruction value appropriate for the class of the target Golem, and an

    applicable blessing. The expected damage for the attack, as shown on the

    previous screen, is 3 which is arrived at by taking the base damage of the

    attack, subtracting the armor of the target Golem, and the effects of an

    applicable blessing. Note: The screen states 0 damage because thedamage has not yet been done.

    Lucky and Critical Hits

    In Golem Arcana rolling doubles is always good. Rolling a double above the to-hit target results

    in a Critical Hit which doubles the damage of the attack. In the prototype the effective damage (i.e

    after subtracting the targets armor and other modifiers) is whats doubled, but we are

    considering doubling the attacks damage and then subtracting targets armor and other

    modifiers for the final version of the game. If the attacker had rolled a double that was below the

    to-hit dice target then the miss would become a hit and is called a lucky hit.

  • 8/12/2019 GAKickstarterCrunchyBits (1)

    16/31

    The player rolls the digital dice and gets a 33 which is a critical hit, thus

    doubling the expected damage from 3 to 6, and reducing the target

    Golems HP from 65 to 59.

    Mining Mana and Death Mana

    Mining Mana

    At the start of most games, the App randomly distributes mana in different concentrations into

    every region of the battlefield (unless a given scenario calls for something different). The levels of

    concentration of each regions mana is secret in the prototype but in the final game there will be

    some Golem Knights whose magical ability will be divining the location of mana. At the start of

    each turn the players Golem Knights mine one point of mana from the region they are in - if

    that region still has any mana remaining in it. In other words, if a regions mana has been

    exhausted (i.e. mined out) then it will no longer provide mana.

  • 8/12/2019 GAKickstarterCrunchyBits (1)

    17/31

    The glowing green regions indicate that the player has earned a point of

    mana from that region this turn. The grayed out regions indicate that those

    regions have been exhausted of mana for the remainder of the game. The

    white energy beaming down from the heavens indicates a blessing has

    been placed in that region and the black energy represents a curse has

    been placed in that region.

    TurtlingThis game dynamic discourages turtling (i.e. staying in one place for the majority of the game)

    as the player will stop gaining mana after the mana has been exhausted in the region or regions

    in which he has taken up residency.

    Death Mana

    The other way to gain mana is when a Golem is killed. Golems are created by Blood Mages, like

    Blood Knights they are descendants of the Ancient Ones, who following the teachings of the

    Codexes activate the mana found in different natural materials and then bind the materials

    together with a high concentration of additional mana. When a Golem is destroyed the mana

    captured in the magical construct is liberated and flows through the armys Blood Knight(s) tothe Ancient Ones. In the prototype 33% of the Golems army point value was given to the players

    Ancient Ones when one of his or her Golems was destroyed - but like everything else the

    conversion ratio from army points to mana will likely be different in the final version of the game.

    Catch-Up Mechanic

    In most miniature games, including BattleTech, the player that loses the first figure or two is

    pretty sure that he or she is going to lose the game - its just going to take all afternoon to find out

  • 8/12/2019 GAKickstarterCrunchyBits (1)

    18/31

    exactly how badly they are going to lose. The releasing of mana upon death is designed to blunt

    a players downhill slide because while they may have lost a Golem they have gained a valuable

    resource in the form of the blessings, curses, and miracles that this mana allows them to

    purchase from the Ancient Ones that they selected for their army. Even in the badly balanced

    prototype we saw many people lose one or even two figures and then be able to turn the game

    around via the strategic use the Ancient Ones powers the mana afforded them.

    Ancient OnesWhich, if any, Ancient Ones to include in your army is part of the strategic decisions that army

    building represents in Golem Arcana. How the blessings, curses, and miracles offered by the

    various Ancient Ones interact with the Golems of your army and the Golem Knights abilities can

    determine you later game tactics.

    In the prototype, the Urugal army included two Ancient Ones and the

    Durani army only one.

    Blessings and Curses

    In the prototype blessings and curses are team or codex specific buffs and debuffs which are

    placed into a region and remain there for the rest of the game unless modified by a player.

    Players can spend mana to activate as many blessings and curses as they want throughout

    their turn with the limitation that each region can only have one blessing and one curse at a time.

    Knight special abilities will include the ability to move and dispel blessings and/or curses.

  • 8/12/2019 GAKickstarterCrunchyBits (1)

    19/31

    Miracles

    An Ancient Ones miracle provides an instant benefit to ALL of the Golems of the same codex as

    the Ancient One in a players army. The prototype incorporated a small number of miracles but

    we have a lot of ideas that we are anxious to try out.

    Example Blessing, Curses, and Miracles

    Blessing: All friendly golems in this region gain 10 armor. (Mana Cost: 10)

    Blessing: All friendly golems in this region gain +1 range to attacks that have 1 or greater

    range. (Mana Cost: 8)

    Curse: Any enemy golem in this region has it's movement reduced by 1 (minimum 1).

    (Mana Cost: 5)

    Curse: Any enemy golem in this square has all their attack ranges greater than 2 reduced

    to 1. (Mana Cost: 6)

    Miracle: Any golem that hits on their attack this turn also pushes the target one region.

    (Mana Cost: 7)

    Golem Knights and Blood KnightsEvery Golem must have a Golem Knight to master it into combat. All Golems are considered to

    have a generic Golem Knight with no magical ability as its master unless the player opts to

    assign a named Golem Knight to a Golem via the App.

    Named Golem Knights each have a magical ability that can modify, enhance, or augment the

    capabilities of their Golem or the Golems around them, or the Knights ability can can provide

    additional non-combat abilities such as mana discovery or healing. All Knight abilities have an

    associated recharge value which determines how often they can use the ability.

    Golem Knight abilities can be extremely diverse as can be seen in the ones used in the

    prototype. The six abilities of the prototype represent a small fraction of the ideas we have for the

    Knights abilities, and we learned that some of the ones in the prototype are too narrow in their

    usage and/or just to esoteric - thats what prototypes and playtesting are all about :)

    During the game Blood Knights function exactly like Golem Knights. If the Golem that a Blood

    Knight is assigned too is killed the player does not lose access to the Ancient One associated

    with that Blood Knight.

    Example Knight Abilities

    All enemies in this golem's current region: -10 dodge to ranged attacks for the remainder

    of this turn. (Recharge: 2)

    Friendly units that start their turn in the same region in which this Knights golem has

    ended their turn get +1 MP for the remainder of their turn. (Recharge: 2)

  • 8/12/2019 GAKickstarterCrunchyBits (1)

    20/31

    Back to the CaveatEverything that we have shown and discussed in the videos and in this document reflect the very

    early development stage of Golem Arcana. While the prototype has demonstrated the functioning

    of the technology and that the core game dynamics are fun and accessible while still containingthe depth to remain interesting and challenging - it is far from a finished game and thus much is

    likely to change during development.

    This is a big project that involves game design, unit balancing, hardware design, software

    design, figure sculpting, production tooling, and story development - and it will not exist without

    the support of you - the backers.

    AppendixHere are all of the specifics from the prototype that we demoed at GenCon and PAX. Remember

    that they are first drafts and thus not really representative of what final balanced units will look

    like. All the names of the Golem figures have changed to those presented on the Kickstarter

    page.

    Golem Knights

    Durani Knights:

    Captain Roche (piloting the Durani Harpy Warsprite)

    All enemies in this golem's current region: -10 dodge to ranged attacks for

    the remainder of this turn. (Recharge: 2)

    Nix 'Squint' Hawken" (piloting the Durani Spitting Ram Ogre)

    Target hit by a successful attack gains no terrain bonus from their region

    for the remainder of the turn. (Recharge: 3)

    Urugal Knights:

    Thanto Jant (piloting the Urugual Thief Warsprite)

    If Knights golem has one or more attacks recharging, available attacks

    gain +10 damage (Recharge: 2)

    Whip Wazillo (piloting the Urugal Spiker Thief)

    Friendly units that start their turn in the same region in which this Knight's

    golem has ended their turn get +1 SPD for the remainder of their turn.

    (Recharge: 2)

    Blood Knights

    Durani Blood Knight:

    Baron Verstruch (piloting the Durani Stone Knight Titan)

    Move one Durani Blessing from this region to one adjacent region of the

    player's choice (Recharge: 2)

  • 8/12/2019 GAKickstarterCrunchyBits (1)

    21/31

    Urugal Blood Knight:

    Mana-Witch Galosi (piloting the Urugal Ogre)

    Gain one mana for each successful hit by this golem for the remainder of

    the turn. (Recharge: 3)

    Ancient Ones Durani-Dimtu

    Vision of Durani Miracle:

    Durani recharges are reduced by 2, instead of 1, at end of this turn. (Mana

    Cost: 6)

    Protection of Durani Blessing:

    All Durani golems in this region gain 10 armor. (Mana Cost: 10)

    Wall of Durani Curse:

    Any non-Durani golem in this region has it's movement reduced by 1

    (minimum 1). (Mana Cost: 5)

    Urugal-Daku Fate of Urugal Miracle:

    All Urugal golems heal 10 damage. (Mana Cost: 7)

    Power of Urugal Blessing:

    All Urugal golems in this region gain +10 Accuracy Bonus. (Mana Cost: 9)

    Punishment of Urugal Curse:

    Any non-Urugal golems in this region receives a -15 dodge (Mana Cost: 5)

    Urugal-Lul

    Force of Urugal Miracle:

    Any golem that hits on their attack also pushes the target one region.

    (Mana Cost: 7) Eye of Urugal Blessing:

    All Urugal golems in this region gain +1 range to attacks that have 1 or

    greater range. (Mana Cost: 8)

    The test of Urugal Curse:

    Any non-Urugal golem in this square has all their attack ranges greater

    than 2 reduced to 1. (Mana Cost: 6)

    Golem Cards

    In addition to tapping on the base of the Golem figures you can tap on the Golem cards. The final

    cards will be traditional trading card size.

  • 8/12/2019 GAKickstarterCrunchyBits (1)

    22/31

  • 8/12/2019 GAKickstarterCrunchyBits (1)

    23/31

  • 8/12/2019 GAKickstarterCrunchyBits (1)

    24/31

  • 8/12/2019 GAKickstarterCrunchyBits (1)

    25/31

  • 8/12/2019 GAKickstarterCrunchyBits (1)

    26/31

  • 8/12/2019 GAKickstarterCrunchyBits (1)

    27/31

  • 8/12/2019 GAKickstarterCrunchyBits (1)

    28/31

  • 8/12/2019 GAKickstarterCrunchyBits (1)

    29/31

  • 8/12/2019 GAKickstarterCrunchyBits (1)

    30/31

  • 8/12/2019 GAKickstarterCrunchyBits (1)

    31/31